skip to main content

Aplikasi Simulasi dan Main Angklung (Saung) Berbasis Android

Android Application for Angklung (Saung) Simulation and Play

Department of Computer Engineering, Universitas Diponegoro, Indonesia

Received: 21 Dec 2016; Published: 30 Jan 2017.
Open Access Copyright (c) 2017 Jurnal Teknologi dan Sistem Komputer under http://creativecommons.org/licenses/by-sa/4.0.

Citation Format:
Abstract

The modern way of thinking cause traditional music instruments start to lose its enthusiasm. Today’s generation is more familiar with multimedia features presented by computers. Angklung which is one of the world heritage of musical instruments from Indonesian culture is the one that affected by the rapid technology development. Based on such situation, this research is conducted to design a mobile device application which introduces Angklung. The Application is implemented on a mobile device with Android Operating System. The method used in this research is Multimedia Development Life Cycle (MDLC). The evaluation of this application uses two parameters, the Black-box method, and questionnaire. Black-box method evaluation results showed that this application is running according to specification requirements. The result obtained from the questionnaire with Likert scale showed the average score for each question is 88%. So it can be concluded that the application gains positive feedback and has been qualified to be considered as good.

Keywords: Android application;angklung simulation;Likert scale;multimedia application

Article Metrics:

  1. M. A. Kamarullah, "Perancangan Kampanye Meningkatkan Apresiasi Terhadap Angklung Sebagai Budaya Indonesia Bagi Remaja," Jurnal Tingkat Sarjana bidang Senirupa dan Desain ITB, vol. I, 2012
  2. J. Rigg, Dictionary of the Sunda Language, Batavia: Lange & co, 1862
  3. D. Hermawan, Angklung Sunda Sebagai Wahana Industri Kreatif dan Pembentukan Karakter Bangsa, Bandung: Jurnal Seni & Budaya Panggung, STSI, 2013
  4. A. Pratiwi, Pelestarian Angklung Sebagai Warisan Budaya Takbenda dalam Pariwisata Berkelanjutan di Saung Angklung Udjo Bandung, Denpasar: Tesis-S2, Universitas Udayana, 2013
  5. A. B. C. Permana, Perancangan Aplikasi Pengenal Alat Musik Tradisional “Gandara” Menggunakan MultiPoint Mouse SDK, Semarang: Skripsi S-1, Universitas Diponegoro, 2014
  6. A. H. Sutopo, Multimedia Interaktif Dengan Flash, Jakarta: Graha Ilmu, 2010
  7. T. Vaughan, Multimedia: Making It Work, 5th Edition, Osborne, 2011
  8. F. T. Hofstetter, Multimedia Literacy, 3rd Edition, Irwin/MCGraw-Hill, 2011
  9. A.B.C. Permana, K.I. Satoto, and K.T. Martono. "Perancangan Aplikasi Pengenal Alat Musik Tradisional Gandara Menggunakan Multipoint Mouse SDK." Jurnal Teknologi dan Sistem Komputer 2, no. 4, pp 223-230, 2014
  10. S. H. S, Mudah Membuat Aplikasi Android, Yogyakarta: Andi, 2011
  11. R. Rickman, Unity Tutorial Game Engine., Bandung : Informatika Bandung, 2014

Last update:

No citation recorded.

Last update: 2024-12-26 14:16:40

No citation recorded.